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FireSpells

FIRE

As fire is volatile and dangerous, so are these spells. Magi who pursue the Form of fire do so with fine regard for the dangers and powers involved, for fire is both dangerous and mighty, to friend and foe alike. NOTE: The GM will make Fire botches particularly deadly. Light and heat also fall within the domain of this Form. It’s important to remember that heat also includes relative absence of heat, so spells that result in cold temperatures are possible through Fire.

First Circle: Initiate

Song of Ash (Know Fire)
R: Touch, D: Conc, T: Ind, A: Non
Allows the caster to determine what the ashes they touch originally were, and how and when the object was burned, as long as the object is not very large. The latter two are divined from markings and signs in the ashes.

Eyes of the Serpent (Unveil Fire)
R: Pers, D: Conc, T: Ind, A: Non
Allows the caster to see the heat of objects that are of human body temperature or hotter. Excellent for use in the dark, but it doesn’t give true vision.

Tales of Flames Past (Unveil Fire)
R: Near/Sight, D: Conc, T: Room, A: Non
Allows the caster to see where fires have been in the past lunar month. Each casting detects a single fire—the most recent that not already known to you. A light red flickering haze appears where the fire was, as well as providing an intuitive sense of when the fire was there. This spell does not look into the past, but detects the traces of fire. This spell can be cast outdoors, in which case it detects fires in a room-sized area adjudicated by the GM.

Hestia’s Circle of Flame (Cantrip Fire)
R: Per, D: Conc/Temp, T: Ind, A: Non
Causes a gentle light, bright enough to read by, to shine down from above and illuminate the area described by the caster’s encircled arms. Lasts as long as they hold their arms in a circle.

Palm of Flame (Cantrip Fire)
R: Touch/Sight, D: Conc/Inst, T: Pers/Ind, A: Non
A flame leaps up in your palm, which must be upturned for the spell’s duration. The flame does minor damage to anyone else that touches it. The advanced version allows the caster to create small, instantaneous flames at a distance, enough to light a candle or lantern.

Second Circle: Apprentice

Prometheus’ Gift (Rule Fire)
R: Close/Sight, D: Inst, T: Ind, A: Non
Causes a torch fire to quiver a few seconds and then make a leap of up to 10 feet in any direction. The flame stays at the spot it hits if it can burn there; otherwise, it simply scorches the spot and goes out (doing minor damage).

Lamp Without Flame (Rule Fire)
R: Touch, D: Conc/Temp, T: Room, A: Non
Illuminates the room that you are in with a light equal to torch or lamp light, as long as you concentrate (or an hour at the advanced level). When using lantern oil, you spread it over some object, and the light emanates from that object. When cast outside, this spell illuminates an area about 5 paces across.

Brighid’s Shield (Ward Fire)
R: Touch/Near, D: Sun/Moon, T: Ind, A: Non
Keeps heat and fire at bay, unable to approach within 1 pace of the target. This renders the target immune to damage from flames or heat of intensity less than that of a house fire. Any fire that is smaller than a house fire in intensity doesn’t penetrate the ward. Such fires simply dim at the protected person’s passing and flare back up after he or she is gone.

Hades’ Well (Veil Fire)
R: Near/ Far, D: Temp/Ring, T: Room, A: Non
Removes light from the target area. Only spells cast by a will-worker greater than the caster’s level can create light within this area. When casting this spell, magi typically clench a hand into a fist, possibly grasping a black onyx, and the light flows into the fist like a living entity, until the entire area is dark.

Third Circle: Disciple

Brighid’s Spear (Fray Fire)
R: Near, D: Inst, T: Ind, A: Non
A 2-foot, thick, spear-shaped jet of fire flies from the caster’s palms (consuming the spell focus, if they are using one), doing heavy damage to the target (the damage getting less the farther the target is). Beyond 25 paces, the flames dissipate and are relatively harmless. NOTE: This is an aimed spell, so the target can dodge.

Vulcan’s Net (Weave Fire)
R: , D: , T: , A:
A dozen multi-hued ribbons of flame leap from a nearby flame source from and fly out 15 paces, covering a 60-degree arc. All those in the arc take heavy damage, modified by the target’s distance from the caster. The area affected by this spell is so broad that targeting is only necessary in exceptional circumstances, dodging is next to impossible. Targets that see the ribbons coming can attempt to fall flat and suffer half damage.

Hephaestos’ Perfect Forge (Perfect Fire)
R: Near, D: Conc, T: Ind, A: Non
The caster creates a fire or burning pile of coals and places an object within it to melt or burn. When they cast the spell, only the substances they wish to burn will do so, while the remaining components of the object are left unharmed. For example, if a caster placed a sealed bronze container in flames, they could melt the bronze and remove anything inside unharmed.

Fourth Circle: Adept

The Imprisoned Flame (Transform Fire/Earth)
R: Touch, D: Sun/Perm, T: Ind, A: Non
This spell turns the heat and flames of a large campfire or bonfire into a small, hard object, such as a gem or a glass ball. If the object is broken, the flame instantly returns, but dies if there is nothing to burn. Anyone struck by the glass ball with suffer serious damage and likely be set aflame.

Pele’s Internal Volcano (Unweave Fire/Body)
R: Near/Sight, D: Conc/Inst, T: Ind/Group, A: Inv
The caster alters the target’s internal heat, focusing it into the victim’s bone marrow. In a matter of seconds, it feels as if molten rock has been poured into the victim’s skeletal system. Of course, this is unspeakably agonizing experience for the victim, causing tremendous damage to their body, charring bones and cooking organs. Even after the spell’s effect ends, the internal damage remains and weaker victims will likely die within a few weeks.

Call Mudra’s Burning Guardian (Compel Fire)
R: Pers, D: Sun/Moon, T: Ind, A: Non
The caster places a shield into a burning fire and burns spirit paper in honor of the Sword-God Mudra. The spell consumes the shield and transforms it into an automaton servant of living flame. The Guardian follows the caster or a chosen target for the duration of the spell, appearing as little more than a floating ball of flame. The instant the spell’s target is attacked, the Guardian erupts into a blazing shield and blocks the attack. The attacker will be severely burned if this is a hand-to-hand attack (and possibly burned if their weapon is short, such as a knife).

Fifth Circle: Master

Brighid’s Fury (Conjure Fire)
R: Far/Sight, D: Inst, T: Ind, A: Non
This spell creates an apple-sized ball of fire in the caster’s hand. When they throw it (up to the range of the spell), it bursts into flame as soon as it strikes something, doing untold fire damage to the target and everything within 5 paces. Anyone within 15 paces unlucky enough to see the burst must pass a Cool check or be blinded for one round (or permanently on a botched result). The caster can hold the ball in your hand for up to three rounds before throwing it. After three rounds, it flickers out.

Judge of the Cleansing Flame (Summon Fire)
R: Pers, D: Sun, T: Ind, A: Inv
The caster must draw a complex seven-fold diagram and light a candle at each corner. After spilling their blood into the diagrams center, they call forth one of the Judges of Cleansing Flame. These hooded, twisted creatures of living flame seek to destroy a sinner.’ What they view as a ‘sinner’ is determined by the caster when the creature arrives. Once the ‘negotiation’ is completed, the Judge will then seek out the sinner over a 24-hour period, usually reducing them to ash.

Winds of Ragnarok (Dismiss Fire)
R: Near/Sight, D: Inst, T: Room/Area, A: Non
This spell super-cools the air in the targeted room (or within 10 paces of the target outside), leaving it at -100 degrees below freezing. All nonliving things are chilled thoroughly, not just on the surface; steel becoming brittle, glass shattering, etc. All living things (including except the caster) suffer superficial tissue damage from frost bite and flash freezing. The sudden temperature drop can cause a hypothermic reaction unless the victim succeeds at an Athletics check. House fires become as small as campfires, bonfires become as small as torch fires, and campfires and smaller fires go out.
Page last modified on October 28, 2009, at 11:24 AM